#world-lighting
4 messages ยท Page 2 of 1
Light probes will generally not negatively affect performance. @trail timber
The answer to light probes is "as many as you need"
You need more probes around areas where the lighting changes
Then, do light probes add to the overall file size of the world in VRChat?
A tiny little bit.
Gotcha, ty
@hushed isle How do I clear old maps? Sorry if that is a dumb question.
Oh the clear baked data thing, yeah I'll do that
so my issue with a random shadow from a couple days ago - it was the overlapping uvs :D
Thanks for pointing me in the right direction, kind stranger
cleaned the geomeotry for that thing, so it's nice and clean now
you can also clear the old maps by completely deleting them in the project folder window
Okay I'm getting somehwhere. I've narrowed it down to a group of light meshes I mave messed up : ). Plane has rendered fine without them
and ohhh I see, thanks
Bakery Clear Useless Data script may help also
just add this in the bakery editor folder
Sweet, thanks : )
kk that should be in the official release next revision
Nice
I'm having a problem where when I bake my reflection probes all the bakery lightmaps are removed, does anyone know why this would happen?
I've tried using the button within bakery to bake reflection probes but it makes no difference
are you using the latest version ?
in the latest version you may have checked the box to move all the light maps from the bakery folder to the Unity project folder
check the folder with your project name
that a very old version the latest is 1.51
if i recall in that old version they all go into the folder you selected or by defalt into a subfolder of bakery ?
there is a folder called bakery light maps and I can see them all in there
yup thats it
but when baking reflection probes it causes unity to switch to its lightmapper
never used to have this problem
only in the latest version do they go back into the same unity folder
in that older version i baked each reflection probe in its inspector window for each one
could be that you have a bad copy
well I was doing fine in the same project a few months ago
everything worked like it should
its a asset that you should invest as it updates a lot
the latest version has good support, i did the same had a copy and used that for a bit then i paid for it and many of my issues fixed with a clean download
gotchya
oh yeah I saw about the directional light maps, that would be amazing
I'm getting this error with the new bakery
after deleting all assets of the old version before importing the new one
any ideas?
ya i had to completely remove the old one before using Unity asset store import , recommend you make a new project and import Bakery see if your still getting this with a few simple objects
is that during run time when do you get this
during baking
dumb question, if i have my model properly uv-unwrapper do i need to check "generate lightmaps uvs" anyways?
because i don't like how it does that ๐
@radiant zealot did you change any base settings like sample rates ?
left at default, I think it is something in a certain area of the world that is causing it somehow, if I turn off my point lights in one area it doesn't happen
also check that you baked the light maps before baking ligh probes ?
ah so your pinning it down good
it's an open map so there aren't any light probes
kk
are those bakery or unity point lights?
bakery point lights
using the ones that I already had set up from the old version of bakery
maybe try re-adding those bakery components just in case?
I already did, went through and re-added all the bakery point light components
also seems like any bakery point light causes it to have this error
try updating them perhaps the old version pulled some script or overwrote something ?
if you mean delete the old component and adding it again that is what I have done, doesn't seem to make a difference
try loading a new project and make a simple object add the point light and try baking
note i had some trouble trying to get bakery 1.51 to load and i needed also to reload it a few times from Unity asset store
not certain why
also clear your cache files in the Unity Edit tab / Unity Preferences
works fine in a new project
yeah might be the GI cache, good thought
I'll give that a go
you can also drop this script into your bakery editor folder and Bakery Clear Useless Data
it will also give you some debug checks
it should show up in the bakery tab after adding
so far it's still happening, I might have to export all my assets and start a new project or something
@thorny mantle if your using bakery im not certain if you need to click generate UVs as bakery will again unwrap it ? i think if you do click it it may not harm you other than bloat the project file size
it feels like my uvs are getting messed up though =/ getting an uneven lighting on a seemingly same surface (experimenting)
yeah due to texture filtering I think
its nice to have a dark map as you dont get this effect as much lol
turned off "terrain optimization" in the experimental settings
I think that fixed it
like...
I don't even use unity terrain so works for me I guess
there is a lightsource on the floor and below the "deck" of that bar thing
wonder if it's just a low lighting resolution artifact
i guess i can always just drop a bunch of point lights there and call it a day ๐
yeah, both are mesh lights
so i expected to be evenly lit form the bottom and the top, but somehow i'm getting dark spots
rendering at 50 to see if it is just a low resolution issue
If you keep getting dirty/noisy results, try setting Samples Near to 0. Then only the VPL algorithm is used. It is also useful for very simple lights where precision is not important (e.g. window lights on a building).
yeah... i'm not going that route for sure ๐
so... me wanting a 2080 might have more reasons ๐ค
seems like the mesh didn't go through triangulation too well
Don't forget - any improvements NVIDIA make aren't necessarily going to be in Bakery
it will still be faster than my 1070Ti tho...
ah he is testing this new GPU as a see a post looking for beta testers
Has anyone ever run into this error while baking before? I've baked lights lots of times before, and I've never encountered this. My baking process gets to 7/11 Light Transport | 4 jobs, and then unity starts visibly stuttering, and then it just crashes. I haven't added or removed anything from the scene since the last time I baked, nor have I changed any of the lighting settings. I only adjusted the intensity of some lights.
you should clean your catch out of memory
check your preferences under the asset tab and see what you have under GI catch , you can also set up a catch folder location on a external drive server
I'll try that, ty
I'm having a problem where certain objects aren't being lit by a point light but are casting a shadow. I believe this is because of missing normal maps. I'm new to this, sorry, but does anyone have experience with this problem? Thanks
The bridge is not reacting to the light
Using Bakery*
is it using the same shader as the rest ?
as a test change it to the bakery standard shader and try again
also make certain its set on say default layer , also does it light up when you zoom in on it ?
does it have LODs
@sonic marsh the improvements if implemented, the bake time with rtx was improved by x5 + -
If you have an rtx, contact the author and he will give you a patch
im ok i will wait the extra hr for my bake
It can be much faster than 100%, look at this:
02/09/2019 19:27 | example_sponza_day | 0h 1m 50s | 64 samples GI | 5 bounces | 40 texels | rtx
02/09/2019 19:37 | example_sponza_day | 0h 7m 29s | 64 samples GI | 5 bounces | 40 texels | no rtx
this gets me way more excited than any of the rtx-enabled games
the best thing is that as you use your own cores, apart from the vram that is usually no problem, you can use the computer perfectly and play while doing it.
since it runs purely on the rt cores
makes sense
considering something like a 2080 ti has a stupid amount of vram anyways...
The truth is that these graphic cards really are more for rendering than for playing.
well, with the tensor cores as well it really is a base-level workstation powerhouse
What causes this issue?
UV or Normals not set correct
Combining the Mesh together seems to have fixed it. I used the unwrap feature in Blender by selecting each mesh and unwrapping it? Am i doing it wrong?
Was i meant to unwrap them individually?
Got thousands of these errors but it'll not tell me which one needs it.
yes
The errors will come from there. You can ignore them or set the text mesh to not be lightmap static.
That way it'll use light probes instead
It seems to be just basic geometry so why don't you calculate the normals on import in unity?
Tried all that.
@modest vapor They are all using the same shaders.
@hushed isle Tested with all shaders as bakery standard and no change. All layers default. Doesn not light up when I zoom in. I feel like it's something simple but I'm all out of ideas lol, sorry guys.
my lightmaps were always broken for one of the meshes in unity, so i went back to blender, generated a second UV map, then unwrap -> pack islands w/ some extra padding to prevent bleeding. Fixed my issue completely
@high dew i forget is that a terrain mesh , if so try exporting it to obj and fix the mesh
a simple script to export this
It's just a plane with low poly islands sat on it sadly. I'm sure that will come in handy at some point though, thanks : ).
It isn't letting me view the UV in the scene dropdown menu (sorry, I'm new to this). I think I might have to try and have a go at what orels says
hmm... that bridge is like a one-sided plane or a proper cube?
Cubes (planks)
i see
it generates shadows so bakery picks it up ๐ค
can you also post the material settings?
i had just weird spots that were not lighting up, but for you it's the whole thing, which is really weird ๐ค
those are lit by a directional light?
just wanna play around with some stuff here real quick
Yes directional
๐
Also aren't detecting baked point light either
so basically it only casts shadows
yeah... idk. it won't pick up lights if you don't have lightmap uvs prepared, and don't generate them, but you said that generating them doesnt work...
at this point i say go in blender and make them manually as i describe, but i can't see any other issues apart from that ๐ฆ
Something else to practice I guess haha. Honestly, huge thanks for the help
for a simple fix mesh editor tool could detect and or generate UVs in Unity , however the best way to fully control this is in blender
Ah something I could play around with at least, thank you : ). I should really get used to blender though.
baking be like ๐
you have to rebake your reflection probes when that happens
well how do i do that like what needs to be selected?
Next to the Generate Lighting button there's a dropdown arrow, click that and you get the option to bake all reflection probes
i think using pro builder for walls/floors resulted in a worse lightmap uv artifacting than when i did those in blender ๐
having weird overlaps even with high margins, so the shadows on the walls are all messed up
this is like really weird
You did hit generate UV2 right?
yes
Not sure if Probuilder's UV editor allows manual editing of lightmap UV's
it doesnt for lightmap uvs
split everything into separate objects, will see how it goes
yeah.. didn't help
no idea how it gets that, this is the uv for that floor
i went the "left's just make it as basic as possible" way and it still messed up
will check back on this later, really annoying ๐ฆ
it's night time in US
well, it's 5:30 AM on the west coast tho
Oh it's 8:30AM for me
so eeh, i would argue most of local population wakes up late ๐
or available later in the day
Oof
Okay then
My friends are mostly online during the day
Because most of my friends are at my school and they have discord
@thorny mantle do you have bakery ?
i mean, that's what I'm using ๐
do you have light probes set up
yes
could you render the light probes see if you get any "has incorrect UVs" in the console
hmm, i see one thing... let me rebake without it
if they show up check the true = number is it a big number
should be in the range of 0 - 1 to not trigger the alerts
it will still bake with out however you can get artifacts small and or large depending on how far out of range you are
a other possibility is that some mesh has a sharp edge perhaps
this is what i got
removing this mesh didn't help tho
(or at least hiding it didn't). i removed it completely, removed all the old bakery results and set to rebake just in case
the numbers are not that bad e.g too far out , i get many of them some times the just go away and or pop back up all the time so long as your not getting artifacts should be ok ok
https://docs.unity3d.com/Manual/LightingGiUvs-GeneratingLightmappingUVs.html
some Unity documentation i found but not much help
i have a thought, rebaking to prove it, i might've just been a dumb idiot ๐
i used a few tools to fix this issue , the first tool i used was to use mesheditor https://assetstore.unity.com/packages/tools/modeling/mesh-editor-20476 to add missing UV2 then ran its optimize mesh settings ... this worked 75% of the time
i have so many at the moment i am trying to save workflow time
since its a couple of clicks for a properly unwrapped model
yeah i get it
my world is pretty simplistic since its a club, and dance worlds benefit from having less of everything ๐
i just did a bar area and a lot of small items have this like glasses and stuff so i could be at this all day
yeah, i just usually make a lightmap uv when i model the thing itself
ok...
it was me being dumb
i really not certain about this result as some items pop back on the list and off the list random
i switched the directional mode to Baked normal map for some reason and forgot about it
i feel something is contributing like overlapped light probes or some setting in bakery such as fix seams
not certain yet
switched back and now everything is nice and clean
humm perhaps i need to consider clearing the light maps also , its been a long time
did the "has incorrect UVs" show up after the change ?
i didn't check it yet
Fixed that problem by increasing the "scale in lightmap" to 8. Bake times went up however.
umm. help lol, i guess this is a lighting problem
i was just rotating an obeject and tried to push ctrl z but hit something else and cant undo it??? no hierarchy. help
You got something in your search box there...
ooof thanks i never used the search bar rip
If anyone wants to use Bakery's SH and RNM directional lightmaps I went and finished a tool I made a few months ago that lets you use them in VRC https://github.com/Merlin-san/VRC-Bakery-Adapter
starred, thanks!
it has an inspector for the script component
ah kk
When you put the VRC Bakery Adapter on an object it will have buttons on the component settings
Does anyone know why my light map is working fine in the unity editor / play mode, but when I upload to VRC everything goes black?
It was working fine when i first set it up, haven't changed anything...
@crude bay is it terrain?
Like Unity terrain
And which lightmapper are you using? Bakery or the default Enlighten?
If you're using Unity terrain you have to assign a custom material (give it the Nature/Terrain Standard shader), regardless of lightmapper
@lofty jungle It was the render texture i was using
Hi, does anyone know why Unity crashes at some point when I generate lightning in my scene? I don't use realtime lightning in my world, only baked
Not enough 4ram?
Hmmm, I dunno... It worked for a week ago, but I've added more stuff to my map now.
I have only 8GB ram
maybe I could try to close everything except Unity
@rain sage go to the Unity edit tab select preferences, check you GI Catch and Catch server , for catch server i suggest you also set up a local drive to reduce size on your core system .
Soo.. i accidentally duplicated the whole scene config (pressed ctrl + -> in the scene view) and CTRL+Z afterwards to revert it
now i'm getting this
when trying to render with bakery
i removed all the bakery lightmap data, and also clicked "clear baked data" in the unity lighting settings...
humm did you remove any duplicated maps for the other stuff such as probes
well, if you mean the probe files in the assets folders - yeah, i did. do i need to also do something with probes in the inspector?
i just really want to know what and where to check
everything seem to report empty
have to stop everything for now ๐ฆ
time to dig into how to bake lighting for prefabs, maybe that will have some answers ๐
depends on how you saved it , look in the project named folder and in bakery
empty
if all fails perhaps update a fresh bakery
just remove bakery altogether and re-download?
check your pm i just sent you some updated scripts
๐ค
find the prefabs with baked lighting in them
look in the fbx project file locations and prefab folders
i never baked a prefab so not certain the detail location for such a file
perhaps you used a prefab that had one in it
i mean.. i made all of my prefabs myself
oh
i don't use anything 3rd party so far in terms of models or prefabs
apart from vrchat sdk
i was thinking about doing that but only for my prefabs that have animations
note to self dont duplicate my project
yeah.. i just accidentally clicked ctrl + right arrow
and now i can't bake my level ๐ฆ
ya im not certain how to help other than start shutting sections down and see if you can get it working till you find it
well.. i made everything non-static and it still didn't work ๐ฆ
i'm a bit lost at this point ๐
try turning things off completely in the inspector
same result ๐
i had a similar issue but it was crashing Unity around 80% baked so i been making every thing into zones for bakery light groups , i needed to make zones anyways for culling
well, my location is a single room, so i skipped that part, and I don't think i'll be able to utilise culling at all
then i could bake the zone only and narrow down the problem
i guess i'll try using groups
really i cant figure your issue out that you completely removed all the maps and still have issue
yeah.. i even did "Reimport All"
only extreme you could export to a new unity and reload the assets
completely remove all bakery folders including the editor
yeah... i did that too.
i'll try removing bakery, all the data, clear the temp folder and reinstall unity from scratch removing all the unity-generated data
so.. i did everything - and it's still broken ๐
will rebuild all the prefabs I guess
thankfully there aren't that many
ok.. even deleting all the assets and everything in the scene didn't help
ooof
๐ฆ
i...i think i give up ๐ฆ
i'll start a new project some time later i guess and make the club from scratch...
found a copy i made like a week ago.. will try to reuse that, will be a bit faster than doing this from scratch
did you try continue anyway lol
as i said, i think something fundamentally broke, since clearing everything in the project didn't help
so thankfully i found this older backup
i need to put this into version control or smth, just to be safe(-er)
well dont copy it again
yeah, learned that ๐ no CTRL+D on the whole project for me ๐
you could also try open a question with bakery DEV
yeah... i can try a minimal recreation in a separate project or smth
did you try the new scripts
yeah i did
it should run faster
if i dont have a directional lightsource in my world but instead i use a massive point light would i need to change the directional mode? to non directional? or is that something else
and if its something else what does it do
here's some info on it
https://docs.unity3d.com/Manual/LightmappingDirectional.html
It has nothing to do with the lighting 'source' and more to do with how lighting is stored/baked. You most likely want Directional
though if I'm wrong I'm sure someone'll just correct me so one way or another you're guaranteed an answer 
Is it possible to bake lighting on objects that you toggle on and off on the same spot? eg, i want to have baked lighting on 2 objects that occupy the same space, but only one is active at the same time and i want the baked lighting and shadows to match that.
for static object, no, but you can use non-static, with light probes
Oh, I don't think that's possible unfortunately
I have a question. Its obligatory to have baked lighting in worlds? or i can just have realtime lights?
I am new to VRChat dev
well Realtime is nice however it kills performance big time
yea
It's not required but damn it helps.
VRchat should have an option to toggle rendering mode (forward or deferred) and if is forward to choose a max amount of per pixel lights
I am not new to the Unity engine,but new to VRchat development
anyone here have a clue why my vrc sdk freezes and reloads when i load it i need help
i have
3.6.1
nope it is still doing i t
oh no smh
u gotta use 2017.4.15f1
or else it wont work
ye im using 2018.3.6f.1
NO
i said 2017.4.15f1
so like how i download a different version
You must use 2017.4.15.f1
find 2017.4.15f1 AND NO OTHER ๐
Find 2017.4.15f1 and then download the installer
Or Unity Hub
i was so confused
and be sure you say no when it asks you to upgrade after 1st launch
kk thanksss
alot of people hit yes without thinking and obviously end up with alot of issues
Where can i go to ask how to set up my scenes and test debug them?
I downloaded the right version of Unity and got the SDK loaded
and i logged in
do i have to have a certain sdk???
preferably the most recent SDK
whn i go to load it it doesnt load it does loading circle but doesnt load
that might be an unrelated issue then
nevermind i had to mainly load it from unity other than clicking it
yes lightprobes work
Also reflection probes must be baked?
well these are one of the most performance consuming components
Unity has basically 3 types of reflection probes check this for more detail https://docs.unity3d.com/Manual/RefProbeTypes.html
@weary zephyr Deferred rendering is not suitable for VR, too much aliasing/blurring (with TAA) and custom shaders would be a problem
oh ok
HI
Thanks whoever shared the SH script for VRChat... it looks so much better with SH directional mode (all those nice bricks)
how do i resolve this lighting issue with my world?
very bright realtime light?
@vague fjord turn down the intensity of the environment then
It should not exceed 1.0
Ambient lights and directional lights put together etc
so ambient+directional combined should not exceed 1.0?
@vague fjord You need postprocessing. I would recommend that you take a look at my guide here...
https://gitlab.com/s-ilent/SCSS/wikis/Other/Post-Processing
... As it will explain why you get totally blown out lighting like that.
Specifically, you need tone mapping so that values above 1.0 are properly displayed. This is the correct thing to do.
Generally speaking, the only current problem with going above 1.0 total incoming light intensity is that the player camera doesn't copy the postprocessing stack v2 settings (hopefully will be fixed soon) and VRCs UI is only 1.0 brightness (so it'll look a bit dark)
does anybody know of a way to implement a reflection probe and also lighting probes on an avatar? I was about to upload, but saw vrc will remove the default system's probes in the build control menu.
Not allowed. The closest you'll get is with a custom lighting shader that ignores the environment and provides its own reflection probe and lighting values.
@sonic marsh so a baked cubemap reflection would work as a custom shader reflection?
i was hoping for the more conveniant route so it would be dynamic per world id join
Oh, you want to have a proper reflection probe and light probe set up based on the world you're in?
yeah i was hoping to have it attached to an avatar since most worlds do not use and sort of pbr of their own reflection probes
Unfortunately, that won't work. Light probes and reflection probes need to be baked into the map, they can't be generated on the fly.
Your only solution is to bother the map maker, or go to maps with better lighting, or just make your own maps.
well you could run it as a realtime probe but only at a low resolution to not bog down others
Unfortunately, a realtime probe is more expensive than that.
i think ive found a work around to have an adaptive cubemap for a shader but ill only test it in private regards. ill either write it to bake on load or update rarely
Even if it is at a low resolution, each face still draws the entire scene, so each face adds a whole extra bunch of draw calls, so in total it can be very expensive
So while you can do it, I would say it's a bad idea in general
you could theoretically write a small boundary so its not rendering far away, ive already gotten a very cost effective probe to work, it just isnt allowed to be published attached to and avatar.
It's far better to encourage people to fix their lighting so everyone else can benefit.
No good comes out of a self centred approach
true. its just bothersome to always join unlit worlds or baked when ive been trying to go for realism
and this was more of an experiment. sadly i see its not supported atm
was just curious if someone knew if it was possible ๐
Visit my worlds, you're guaranteed to look good!
(Disclaimer: Not an actual guarantee.)
haha whats you ign?
Silent
thats convenient lol
i tihnk ill still try to figure out an on load baked cubemap for reflections though, i dont like the constant halo like effect from only seeing the skybox bounce light off of materials
Well, the best thing to do is to encourage people to expand their skill set and add more detailed and well designed lighting
yeah not many seem to bother with building appropriate or efficient lighting on worlds except for only a select few featured ones. I get the mentality though, it can be very tolling on someone's system so why bother with lighting at all :/
It's honestly not that hard
Anyone know what this is? Area is in shade but it appears as though there are several materials which aren't accountable for in the Element list, and cannot be changed. If i put bloom on it, it makes them shine up like an emission light.
@mint cipher are you using AO in the lighting settings?
Ambient Occlusion
Because I have the exact same issue on random surfaces even though the topology there is super clean
Literally just happens on planes
I have to bake without AO which is a shame
Temp solution is baking without AO, although I really would like to know how to fix this as well
This is what happens in mine
I'm convinced it's the same problem
Do you use heightmaps on your geometry by any chance?
Because I'm using those on my carpet here and I'm getting the feeling that may be causing it.
Looks the same as my issue. I have no heightmaps.
I've had this same issue with another world too.
what shader are you using with this issue
that's very odd the first time i see some one having issues for basic material texture applied , haven't seen this yet however i am using only a few shaders , Beast2018 or bakery shaders and on most if not all have AO textures applied in some form
i few new updates are coming out with bakery and bakery shaders in the next few days too many to list , was just experimenting with the new light probe baking system , a few small bugs in beta but should be good stuff !!
idk if this belongs here, but i had problems with adding light to my particles, i wanted to do a flash bang style animations, i got the particles down (i did do lighting particles before and it worked) and the particle has a subemission when it dies, but neither the original and the sub produce light, i checked both particles, ratio is there, and the light, so i have no idea whats the problem, i thought vrchat removed it
is this for avatars
ah yes
if so u should rlly not have this many realtime lights
at least if its like for the projectiles themselves
no worries its just 1 particle
i shoot out a particle that has a mesh of a flash bang
and spawns the light?
well u can just spawn a large shader particle that does the flash effect
cuz thats what a flashbang does
doesnt rlly create a light
at least in games
it flashes a bright light that blinds people but people really only see the effect
well yeah but the purpose of this avatar was to be used in dark/horror maps, and my avatar is a cop, with a flash light, so i wanted a wide area light
there was nothing wrong with the particles, it just didnt produce light ;-;
that doesnt rlly make sense, a lot of horror maps advise completely against using additional light sources
sorry if i am troubling you wulfe, it seems youre helping alot of people ^^'
got nothing 2 do and waiting 4 stuff 2 finish working but thats unrelated
yeah i know it doesnt, but this kind of effect did sometimes create some cool emersion in some maps
and plus, i am a wuss
so thats kinda why i dont plan to spam this, but the fact that it isnt working is bugging me
wulfe i know ;-;
again u do that with a shader most likely not a light
and u can apply materials to particles
u can make stuff like flares too tho if u attach a light on spawn
hmm, might be a bit too complicated for me, for now i just really want a light on this shite flashbang
the thing is that i forgot to mention like the idiot i am
it works in unity, but not in vrchat
I read somewhere that transform scale can affect the quality of the lightmap. Just wondering because i have a model that has a scale of 1 but the children have a scale of 0.0009999871, will this affect the lighting at all?
well it might depend on how small the scale or transforms end up being
cuz i would assume floating point numbers are used
and floating point numbers are more accurate with integer length than most decimal length
u can try baking it beforehand and seeing how it turns out
Okay, i'll try.
if it has some issues with aliasing or the shape/effect of lighting then it might be causing problems
the big issue with light maps is the scale of UVs , the scale of model out can add artifacts and stuff and also impacts performance , best to normalize the scale back to 1x1x1 after you get is sized
it also may have gaps in your light maps making more maps necessary
a very small scale out may not notice other than all the extra time it will take to bake it as the engine may run in loops for a bit
who was it that was having the issues with grass ? i found a new tool
ok
anyone know how this could happen, secound time i randomly have this happen. Note there is not a single red light in the scene
Is that all standard shaders?
yes
Is your skybox red?
no nothing is red in the scene, the skybox is solid black is not used for enviormental lighting
That's really strange, I am not sure what could be going on ๐ค
How did it go away last time?
Actually i found it, some how my reflection probe captured it and its the reflections that case it. Dont know whats wrong with the probes during baking, if i bake the reflection after baking completed there no issue
ah ha, that makes sense if the probe was super close to the small red object it would get exagerated
I had similar bug, clearing GI cache solved for me
where that at?
Edit->Preferences->GI Cache
Ah thanks ill keep that in mind
now im seeing random red squares on my wall textures
gonna try to reboot cause i dont reboot very often
are you baking light with the progressive light mapper? I have seen odd bright colored artifacts with that before in some cases.
Disabling lightmap compression has solved this for the time being but i know i will have to compress them before publishing
@deft lintel ohh
It might be the AO bug that I and a few others have experienced
Sometimes when baking lights with AO random spots like those appear, they are extremely bright
And a reflection probe will probably pass that on too
Having to disable lightmap compression kinda sucks but good to know that might fix it.
@mint cipher might be interesting for you
Disable lightmap compression
See if that fixes your AO
Thanks, it kind of went away by itself, don't know how. That same reflection probe problem happened to me too. I don't know how the probe ended up underneath the map either.
humm are you getting some reflection off your leg sock thing ?
I wonder if Final Gather might fix it? That's one thing i've turned on recently.
I'm also working with .Blend files, could it be related to that?
Hmm, maybe I should try rebaking my probe next time too
I work with FBX files and I had the issue so it's probably not that
I had final gather on and it didn't fix anything
If i put Indirect multipliar to 0, will baked lights be the same brightness as realtime lights? I keep baking the scene and the brightness just seems to vary.
When i put Final Gather on it get's brighter for some reason.
I keep running out of RAM (have 8GB) while baking and it's very slow, is there anyway to fix that. Other than buying new RAM i mean.
@lofty jungle Is there a doc on how to get realtime GI to work? Should I be expecting to see it in unity editor playmode if I assign a texture or only ingame? (Does it require being attached to a video player)
You should see it in Unity but it frequently only updates when the emission level changes. @main anchor
For it to work ingame you need a "VRC Custom renderer behaviour" component on the video screen
You also have to tick "optimize realtime UV's" and "prioritize illumination" on the mesh renderer
does it have to be a video player? or any mesh rendrerer works? (I'm using the Video/RealtimeEmissiveGamma" shader)
For realtime GI on a video player you should use Video/RealtimeEmissiveGamma
For regular realtime GI usage, I prefer standard with emission
@lofty jungle Yeah, could be the Reflection Probe issue. Maybe uncheck HDR on each probe and override each object to reflect the appropriate probe rather than the default one. I've got my Environment reflections set up for a cubemap which i copied from the sky reflection probe, maybe that's what fixed it.
humm new light probe system
@mint cipher i suggest you also set up a external GI catch server in preferences, this will help a lot when baking low ram
It seems to be my slow hard drive, moved cache over to faster drive.
I haven't got much room on the faster drive so had to uninstall some games.
has anyone tested using in VRchat the new bakery L1 probe system with shader sampling
Got a bug or something. I'm baking everything, i've got 1 directional light, and loads of lights inside the main building. Every time i bake i get random brightness. It could be dark one moment and really bright the the next.
are you in Default mode ?
Oh, it was set for Layout. What does it do exactly?
change it to default it will reset your view and likely fix you other lighting problem
some times for what ever reason Unity likes to change over to layout
layout can get funky stuff
perhaps you have a lot of lights over lapping ?
@mint cipher does it also happen with reflection probes off?
I'm getting the feeling it depends on the reflection probes or something
i forget but you may check about having more than 4 lights overlapping baked gives issues , i really dont recall if this is something or not
for me i never use that may lights and try to keep it simple simple
but my maps are very dark night time
Okay i;ve just tested, it's not the reflection probes. Now i try turning off lights.
Okay, thanks, it seems to be overlapping lights.
nice
Hmmm, maybe i spoke too soon.
Had two lights and same problem.
Oh, i think it's the emission from the lamp that's doing it...
Yep
Hmmm, so, im having an issue, i have real time shadows in my world, and in unity they are detailed, as they should be, but when i go to vrchat, the shadows become pixalated... any ideas whats the issue here?
Must be dependent on the game's quality settings. @frigid rover
You can force shadow quality in the light itself
Be really careful with realtime lights and shadows though
don't worry about performance, im well aware of optimisation haha
but about the lightning, all the settings are on max on unity, unless im missing something, and they look really good on unity, even on game mode to test the world
but when it comes no vrc, after upload, the shadows become pixelated
Are they set in the lights themselves or in Unity's quality settings?
@frigid rover
The lights are probably set to "use quality settings" which will be different ingame
Shadow type -> Resolution
@frigid rover The quality settings used by VRChat are pinned in the #development-advanced channel. Make sure your editor matches the profile you're using in the app. If you want to change which settings profile you're using then hold Alt while starting VRChat. VRHigh is the default.
so it happens that it was changing my shadow distance, now need to resize things to get good shadow distance?
any reason why when i bring in a point light it just doesnt show up at all?
I would like to know as well
Might be that you need to increase pixel light count. Try 10. Decrease it back to 4 if it doesn't work as it will affect performance.
hey guys, so all my lights are baked except 6 that I have on moving heads. If the world is heavily populated do you think thats going to be a bit much?
First world for vr chat, when im in test im getting 80 fps 90 but I am unsure how it will react with multiple clients
so what's the background with using speedtree ? i mean what is causing all the lighting chatter about.. i found a way to full convert speedtree formats into FBX pulling all the UV data for each level also with in Unity itself , if some one could do some performance compassions between the speedtree format .spm and .fbx hit me up DM ... also i noted that when i dig into speedtree detail mesh almost all trees have some 200 - 300 overlapping verts ... interesting
6 lights shouldn't be too many assuming the players aren't going to be influenced by all 6 at once
avoid casting shadows on spotlights aswell
not shadows are added on spotlights for sure
not needed with them
really dont want to kill the fps and make someone sick
realistically you should have directional lights affecting players for shaders that require light direction
incase you didn't have any as a toggleable option
@dire moat i was looking over the speed tree issue about using in VRchat and light maps turning black , i read someplace that the speed tree may use MaterialPropertyBlock for wind data ... is there a way to see if the light maps when baked that included speedtree shader has used the same type process as the directional modes RNS SH ?
I'm not sure how the speed tree shader works exactly I'll need to find the shader that the engine uses for it. Though since it's a builtin shader it's likely it can't be modified. If it's the same kind of fix that's done with the Bakery shaders it will need modification to add the correct properties to the shader
ya thats what i was thinking
been doing some testing on a known speed tree with issues "White_Oak" and found the issue with artifacts is incorrect UVs (False, 0.3876108, 15.5771) . trying to fix speed tree is horrible as the mesh with dad UVs has data in it that gets lost when fixing . i converted the speed tree .spm into a FBX and applied bakery shaders on LODs with speed tree on billboard . had good results however this would result in loss or Property Block data but that never worked anyways in VRchat
final conclusion is I'm not impressed at all with speed tree having bad UVs and many of them have massive overlapping verts. decided speed tree is not worth the trouble to fix as the quality is not great , the only thing speed tree really had going for it was the wind data built in
Can you get the wind data in other shaders?
Yeah speed tree isn't very good and you can't really use it effectively on large numbers of trees anyways
I believe I found the relevant parameters though stuff like the camera position would need to be static
CBUFFER_START(UnityBillboardPerCamera)
float3 unity_BillboardNormal;
float3 unity_BillboardTangent;
float4 unity_BillboardCameraParams;
#define unity_BillboardCameraPosition (unity_BillboardCameraParams.xyz)
#define unity_BillboardCameraXZAngle (unity_BillboardCameraParams.w)
CBUFFER_END
CBUFFER_START(UnityBillboardPerBatch)
float4 unity_BillboardInfo; // x: num of billboard slices; y: 1.0f / (delta angle between slices)
float4 unity_BillboardSize; // x: width; y: height; z: bottom
float4 unity_BillboardImageTexCoords[16];
CBUFFER_END
ya the billboards are what does the wind effects , this can be recovered however in speed tree i think its linked to the mesh verts on one of the pass using tessellation
and that mesh has so many bad UVs it kills the lightmaps
i looked at that ya they are big in size poly 8000-10000 some but a way to help is batch the billboards to increase FPS when you have 50,000 trees
you probably won't be running with 50,000 speed trees lol
they aren't made for performance afaik
ya i was just going over someone who did a test project with 50000 speed trees lol
he had managed to pull out about 150 FPS crazy
was that actually 50,000 at once or did they LOD to billboards quickly?
for the billboards they changed it to a particle based
lost of modifications
lots
so much work to use the trees from speed tree is crazy
i been using my trees from Unreal that i converted to FBX and reworked , finished about 80 of them so far but i still need to test with Gaia
Anyone know what cause this? Maybe it's pro builder thing...
I just redid UV2's. The only other thing i've changed is Final gather so i'll turn that off on the next bake.
how do I get this sort of bloom effect that radiates off the object light like in the white circle
You'd have to use the post processing stack V2
@still bobcat i would use a simple lens flare depending on how big the object is but in most cases it should work
sent you a few in DM you can try out
Got it, thank you
anyone know why my flashlight that I have on my avatar disables mirrors in places like the Pug and Floatharr's comfy theater? it doesn't seem to affect the box, or other places. A split second after I activate the gesture for the flashlight, the mirrors disappear.
do you have a collider on that flashlight?
those maps use colliders to detect when someone is near a mirror to turn it on and off
makes sense. I do have one on it, ill have to look into it more, I was just wondering if it was the light itself or something else. thanks.
Anyone else having major issues using lightmapper and rendering baked lighting in Unity? I'm having huge issues with crashing and slow bakes v.v
Previous version didn't give me these issues.
Any tips?
I've even tried lowering texels per unit to really low numbers but then the quality just gets really nasty and bakes are still longer than they should take. Reinstalled Unity as well. Optimized all models to low polly count. Not sure what else to do. Even a link to useful pointers for dealing with baking issues relavant to VRC would be much appreciated, settings I should use in lighting settings etc. Thanks!
Are you perhaps using very large meshes, or otherwise a lot of very small ones?
Those can cause the lightmapper to do things like that
Very small meshes might benefit from not being lightmap static, and instead just using the light probes
I'll look into that. Thank you! I didn't even think of that as a solution. Any good read on how to use light probes to light smaller items?
Or videos?
Think I found a few videos. Thanks again.
turning texels will not help , you can look at the light map see if its packing into a single map or many light maps , turning the light map max resolution up can permit more data to be packed in , try to find the best balance for resolution lower with out impacting acceptable quality, Not certain what your trying to bake a world map , a model or just some random thing .... for long bake times do you have any items out of scale 1x1x1 ? this will influence your bake times if way out of scale best to fix them 1x1x1
size will not be a issue so long as 1x1x1 is normalized
Good tips. Thank you. So just to clarify, stretching say a cube to an unproportinate size like a rectangle can cause issues?
Or just for complex meshs?
can someoen explain this to me, wheneve i bake it does this. everything needs and is realtime
if it ever happens to anyone clear ur gi cache
@mild fox ya if your stretching to something massive u can expect longer bake times even 2-3x longer, possible artifacts in your baked textures, loss of performance possible .. a few ways to deal with this is in modeling to normalize it back to 1x1x1 , a few ways to do that are 1. export it into blender 2. use Unity tools such as mesh editor, 3. for simple stuff u could use pro builder. regardless of what u use give attention to generating UV2 again if a new mesh is generated.
I like Filmic tonemapping but it makes my scenes look pretty dark
Increasing post exposure helps with that but washes out colors a lot
Any ideas on how to make filmic not quite as dark even when the scene is well lit?
@lofty jungle Increase the amount of ambient light in the scene
Filmic is designed for realistic lighting conditions. This means that it has a pretty harsh falloff for shadows. Conversely, you can get away with much brighter lights with Filmic.
Oh, thanks. I'll try that
Already managed to make my post FX look far better for now
Is it only me, or did this thing stop working? https://github.com/Merlin-san/VRC-Bakery-Adapter
A script that handles converting Bakery RNM and SH directional lightmap bindings into a format that VRChat can process - Merlin-san/VRC-Bakery-Adapter
i was so happy with proper SH ๐
I'm a bit new so I'm not sure if this the right place for this, but... this doesn't look right.
See how milky it looks? Will it look like that in VRChat?
Because blender got it right
disable the texture compression @mint cipher
@mint cipher Looks like blender's rendering it with just the texture and no lighting, while in unity you're using it on the standard shader.
Pull down the smoothness & metallic to 0 and it should start to look more like in blender.
Messing with compression didn't help. I'm assuming that this is simething i'll have to do in blender
I'm using blnder render now and I fixed it there but it still looks icky in Unity. Haven't seen any metallic settings.
They'll be in the material you're using
Smoothness off made it look much more blocky than it should.
Ah. So I'll have to import the material like I did the model and the texture
I honestly find it easier to always do materials in Unity because it's not always 100% reliable for everything to be passed from one program to another.
Ah, I thought this was about the texture quality
Also smooth shading and the smoothness material property are not the same thing.
You'll probably need something with low smoothness to get that to look good
Or a more toony shader even
I created a new material and dragged and dropped it to the model in unity and it went full white. This is probably something simple
Wait.. I found it.
Much better, but still a bit whitish
It'll do
Is the imported texture .dds? @mint cipher
just jpg
That's the ambient light most likely.
That's what I thought.
But now I have a decision. Filtered or unfiltered... it would look more canon with filtering, but it helps to hide the blockiness that was easier to hide with the poor lighting of older games.
Thanks!
So I'm trying to do lighting through particle systems on my map, (stuff like torches on walls) and I'm keeping my actual light count low, (all the torches so far use the same light for their light component) but no matter what I do, I still get that flickering effect as if I had too many lights. Sometimes they also bleed through walls.
Tldr, how do I into lighting through particle systems, on a large map?
Do you really need to use particles for lights? Why not just have flame particles without lights, and one realtime light object separately?
If you wanna do particle lights make sure you limit them in the lights module
Well I suppose I don't have to use particles for lights. But seemed like the way to go seeing as it provides a nice fire flicker effect. But if I'm gonna do that sort of thing I figure I should do it proprly
Unity has something of a limit to the number of realtime lights in a scene.
The best way to do this would be use just a single light and animate its intensity varying randomly to create the flicker effect.
well yeah i was using a single light source for various torches, but I still get that unity flicker
all the light components on all the particles reference the same light
Reference only same light parameters , multiple lights still get created
Using multiple realtime lights where one is plenty is going to both cause visual oddities and be a massive performance hog.
Use a single light at the averaged center of where the particles will be.
forgive me for being a brainlet, but how do I accomplish that?
I have a single light after all
The problem is, if you use the "Lights" module on the particle system, that light is attached to the particles. Depending on your configuration, it could be on all of the particles at the same time.
The "light" object that you reference is only used as a "sample" for the particle system to copy settings from.
Instead, you should just use this light as-is.
@fluid mirage
Ahh. So depending on the particles, it would essentially be like 1 light per particle...
Yike
So it would be better to just use a light per.
But then how do I made it flicker.
Mind you I would like to bake lights eventually
Maybe I'm trying to have my cake and eat it here
If you wanna make it flicker, you'll have to animate the light's intensity as mentioned earlier
You can have a "non-important" light and still make it flicker, or use mixed
Realtime GI can help a lot
Anyone know what causes these black marks? ProBuilder problem?
probuilder sometimes gives issues with UVs , suggest you check UV2 see what's going on with that
Maybe if i merge the objects back together it might fix it.
I'm new to ProBuilder so i don't really know what i'm doing, lol.
Maybe try a repair too.
Issue seems to be fixed now.
Im having issues balking lighting on my terrain. It bakes and looks fine in unity but in game it black
@deft lintel make a new material, give it the Nature/Terrain Standard shader
Assign this as custom material in your terrain
ahh thanks!!
Maybe it will happen a bit, but the results are beautiful
62 bounces 165 samples
What your looking at: Baked lightmap
What you should be looking at: The weird dots
would anyone know how to fix this? its very noticeable.
Did you tick "Generate Lightmap UV's" on the mesh in your assets?
In case it's an external mesh
It either needs premade lightmap UV's or autogenerated ones
what ? is this some sort of mind game you stare at it for 5 min and see weird dots
just put some dust particles in it fixed
lol dawie that nearly gave me a heart attack and thanks rokk
more intel on what unity has to offer, should be able to fix it now
How do i set a materal for grass on a terrain
not possible to override it in vrchat because the shaders are missing from the client, but also probably not gonna get fixed: https://vrchat.canny.io/bug-reports/p/unity-terrain-grass-shaders-broken-in-vrchat
perhaps if they look into this more they will find a common issue with many of the standard shaders including speedtree and terrain shaders that they use material property blocks to carry data such as wind ++ and VRchat currently does not render Unity's standard pipeline for this, its very frustrating as this also influences the ability to use some baked directional lighting modes RNM and SH
how do i fix this hugh waste of space that is inflating my lightmap size
use a smaller lightmap size ?
but wont that lower the resolution? and make it look worse
Then change each object's scale in lightmap to higher
hopefully it'll eat up the space
Everything on your lightmap is probably 1 scale right ?
So depending on its size it's tough to fill in 4K
There's probably a bunch more settings you could change
in the mesh render for that object you can modify the scale in lightmap , also increase the light map size window/lighting/lightmappping settings
most is 1x but i scaled down a lot of stuff like roofs and such, now with 2K it looks more normal
hello!
normal
much better
Thanks guys, never understood why it did that
nice
you could also try this https://github.com/jpcy/xatlas
Try it how? I don't see Unity integration there
oops coming soon
Hey does anyone here know or could link me to a video on how to add a light/torch to my avatar? would like to add some lantern with small flames or something that gives of light basically so i can see in the dark.
not certain about a light attached to a avatar, you could look at jetdog prefab for the flashlight
for the flams i would think use some particles
im looking at texel validity
anyone know? or seen before? or how to fix?
no matter what i change it wont go away
when i change lightmap resolution its size changes
this is with the lightmap resolution at 1
are you trying to get it into a single light Map ?
was just trying to bake
@plush harbor what atlas viewer are u using?
checker preview
is that probuilder or something
unity
where did this channel go?
?
@plush harbor im interested to understand how you access the view for check preview directly in Unity ?
i use a external program
thanks silent
Any chance VRChat has support for Aura 2?
You can use certain external assets that use scripts in VRChat worlds. ## Dynamic Bone "Dynamic Bone applies physics to character's bones or joints. With simple setup, your character's hair, cloth, breasts or any part...
Hmm okay thanks!
๐
Does anyone know why I don't have any bloom anymore? Even on my map that I know for sure had it a few days ago
Did you update in since you last saw it working ?
nope
Which headset are you using ?
vive, might've been a bug that catrried from session to sessiin? lemme restart
There's currently a bug with bloom when you world hop, sometimes bloom settings will carry over the next few worlds, sometimes it results in super bright bloom, so i'm guessing it could have the adverse effect too
must be it, restarting fixed it
cool; thanks for checking
np
Nice job on Moxxxi's bar btw, really cool
Thank you! ๐ I've fixed the slot machines now, (or at least if it breaks it'll eventually fix itself), pushing out the update tomorrow
nice, yeah that world is great Jordo good job
Sometimes, bloom and other post processing breaks when switching maps. I believe this may be a shader keyword issue, you ran out of keywords
Most common when people around you use keyword-heavy shaders
Yeah, in my experience it seems to occur for most people due to keyword overload
At least with post v2 the post processing just dies, as opposed to the bloom going supernova as it did with v1
hey guys how many real time lights does vrchat support on screen at once? I messed with the settings and forgot the default
You'll start getting very heavy performance losses when 2-3 realtime lights are in the same area
1 directional light (base pass) + 8 real time pixel lights (add passes) + 4 non important vertex or non pixel lights (base pass)
I think some quality settings allow 4 instead of 8
Realtime GI is part of the base pass. If you are getting to the point where you need to know what the limit is, you really need to be thinking about baking your lights
Thanks alot guys!
Does anyone know why, when using Bakery my grass is black? https://gyazo.com/c06f74da406b44b0816d70bae00cbab4
Am I missing a step?
It was working fine until I used Bakery. So should I just use realtime for now?
Lightmaps are not realtime.
But yeah, if you can afford the real time light I think that is one of your options
The other is just not baking the grass part
and setting its material to look the right amount of dark/light.
Alright. I am rebaking now without the terrain, then I'll test with some realtime lighting and ensure FPS doesn't dip below 45 or so.
Hey ๐ Could someone please help me out? The lightning in my world is very wierd, and I don't know how to fix this. I'll send some screenshots on how it should look like but then how it actually looks like in VRChat.
This is in unity ^
The 3 images is in vrchat^
This is the lightning in unity
and this is in VRChat
and the torch light doesn't even do anything even tho it has a Point Light attached to it
If I remember correctly this happend after I generated a lightmap, I think , But I don't remember because it's a while ago
If you're using unity terrain, you need to make a new material, give it the "Nature/Terrain Standard" shader @rain sage
Then assign that as custom material on the terrain
Ok, But what about the temple? That's not made of terrain
I made it out of Boxes and planes
with custom material ofc
Just default Unity cubes and planes?
Those should have OK vertex normals and lightmap UV's so I'm not sure why those would be broken
Yep default cubes and planes
The temple's roof has the materials mesh render set to ''Two Sided'' on ''Cast Shadows''
if that is why
But I need to have it two sided
otherwise it will be as bright inside the temple as it is outside
and all the cubes and planes in the temple are set to static
what shader are you using ? it the pics it looks like they are not rendering in game at all ?
hummm standard should work , check the light maps see if they actually baked
@unique canyon Disable grass and trees before you bake and reenable afterwards, and bake a few light probes too
I believe it's shader. I tested it on cubed and it seemed fine then.
@tardy gyro try disabling batching on that shader by adding "DisableBatching" = "True" to the tags
I'd try but I have no idea how to. :x
open the shader with a text editor and look for lines that say Tags { "bla" = "bla" "bla" = "bla" }
and add the extra tag between the curly braces {...}
Okie. ^_^
make a copy of the file first if you're not sure, but it shouldn't be more than just adding that ... not sure if it'll fix it but it's worth a try
edit: I removed a trailing space
Any one familiar with GPU Bakery? I am having an extremely hard time getting any reasonably OK lighting at all, i've tried dozens of settings, following the instructions to a T, this isn't even issues in VRChat I can't get it looking even OK in unity - i've cleared ALL lighting data from unity and bakery tons of times, I've used a bunch of different shaders that I did research on. The only way I can get lighting to look fine is just using real time but then I get like 25 FPS on VR.
https://gyazo.com/06bb5af8c4a7f6f3bebca61b241da025
https://gyazo.com/0b2ec9d4a5f708201bed5a60f33704a8
I just want a medium lit area with soft shadows.
@hushed isle Ok, this is how it looks like for me
check baked lightmap see if anything looks a bit transparent
ah one more question in the first photo it looks like you have many lights set up overlapping ?? if yes try to make certain that you don't have more than 4 lights overlapping on any single object in shadow mask mode https://docs.unity3d.com/Manual/LightMode-Mixed-Shadowmask.html
I have a total of 3 lights in the entire scene, 1 is inside an object and is a small point light then those two lights I posted
humm if you send me a small scene with a few of the problem items only i can test it
@tardy gyro Don't test things with Cubed's shader. It hides problems.
What you're seeing is Z-fighting because you have double sided clothes and, presumably, an outline. (Or the mesh is broken.)
Try mine, then
What's yours? @sonic marsh
Sweet, I'll try it in a second
Well, it's working better than the other ones at least. Thanks. ๐
check out my channal
nah
Hey, Im having an issue where the brightness of lights varies depending on where the light is pointing in the world, does anyone know how to fix that issue?
what sort of light are you using, directional light sounds like what your looking for
It isnt specific to any specific kind of light
Just any light in the world that is rotated certain directions loses its actual lighting
This is both on realtime and baked lights
And is affecting 2 separate projects for some reason
do u use any postprocess something effecting the camera lens perhaps
The issue affects scenes both with and without post processing
It is also a new issue, scenes where it worked fine before now dont work properly
And it just started a few days ago in my projects
check that every thing is on the same layers
Only thing i can think of is the Pixel light count. Try turning all but one off and see if it still happens?
If the lights are set to baked then it's not a pixel light count problem.
Make sure the lights aren't inside something, like a lamp mesh.
Pixel light problem can be fixed by turning up pixel light count, but it's performance heavy.
Yeah, don't overuse realtime lights or things will get really weird (on top of being very laggy)
Keep in mind turning up pixel light count doesn't carry over once you upload as well. That gets set back to whatever it happens to be for the quality settings you have selected.
By default I believe the limit is 8 on VRHigh.
if you're using a custom shader for the environment it could be that as well since the shader might not handle lighting correctly
Trying to get a flickering light source on a torch on a avatar I found a script that does it exactly how I want in unity but the ask wants to remove it.
best to use particle and add animation on the light , they will not let you use script in VRchat
@hushed isle Oh ok
That's what I was assuming I was going to need to do but I didn't know how
use two lines one for position change just make it move around above the flame and second line for intensity
check you DM
Guys, does someone know any good tutorial or way to make a Spotlight with volumetric light in Unity without using C# custom scripts (since VRChat doesn't support most of they).
I really want to something like this on VRChat for a spotlight, but most of the tutorials I find on internet use scripts.
Ty @modest vapor I will search about it ๐
here's what you're looking for https://github.com/Xiexe/XSVolumetrics
You should pin that XSVolumetrics - it worked really well in my world! Could help other people. (unless it is in another chat)
๐ฎ
Oh hey I've just been looking for something like that, thank you!
Trying to make a lighthouse
This hits the basics: http://thegreatpug.com/vrchat-making-a-theater/
But it's not exhaustively laid out
Do we know if Bakery's lightmapped prefabs work with VRC? I have a hallway section that I want to duplicate multiple times with identical lighting + I'd love to just duplicate the single hallway section AND the LMs but that doesn't seem to work without the prefab option : /
You can use Merlin's script to adapt Bakery SH lightmaps for use in VRChat: https://github.com/Merlin-san/VRC-Bakery-Adapter
@quasi hedge
This would allow me to use Bakery's LMs in prefabs because it'll assign the respective LMs to the material?
^ might be nice to have a pin related to the bakery lightmap adapter. the results look incredible in vrchat.
yes, it will assign LM references in the materials
Unfortunately it seems light probe data can never be saved into prefabs
Since it appears to be saved per scene now in Unity 5 and onward
with merlin's adapter you might be able to cheeze it a bit beacuse it might end up baking references to the lightmap data in the material itslef
though probably will have weird consequences by doing that
Why do you want lightmaps in prefabs anyways?
I'll def give it a shot! thanks! as Rokk mentioned I wonder if you'll get weird issues with light probes in the duplicate hallways because it uses Unity's baker to do separate bakes for that IIRC
Well I think light probe data can't really be used in prefabs without scripts
I mean your world might look ok if it's all baked into the unlit material. but the light probe data from the scene would be missing on the duplicates and maybe avatars would be black or something
@rich urchin I basically made a modular piece of a hallway that has identical lighting and I want to duplicate it multiple times without it taking up excess space in my lightmaps. I want to bake the modular piece, prefab it (so the LMs stay assigned), then duplicate it.
lightmaps are one of the things that contribute to world size. seems quite wasteful to be forced to bake identical copies of the same hallway
Ah